Hi Art,

sounds very interesting. I checked out the files and built everything.  
Got  some showstopper GLSL errors.

like this:
error C1115: unable to  find compatible overloaded function 
"clamp(vec2,int,int)"
etc.

I also had to fix some similar issues in my shaders before I could run 
my apps with the latest nvidia drivers.

I'm sure it wouldn't be a problem under older nvidia drivers, but since 
I'm using the latest driver (169.04) these GLSL errors make some 
problems.  Hope I can fix it . Other osgppu-testers seeing the same ?

Hope I get you toolkit running on next trial :-)

regards, Markus

> Hi, folks!
>
> 4 Months ago (at the OpenSceneGraph BOF at Siggraph
> 2007) I have promised  to bring out the post
> processing graph library/nodekit for the osg. I have
> implemented it for my last demo.
> Now I finally found the time to extract that piece of
> code and to include this into a library. 
>
> osgPPU can be a solution for the problems with post
> processing, RTT, multipass RTT. With osgPPU you can
> specify a graph based pipeline very easy. The input
> from the camera texture is passed through the pipeline
> and different PostProcessingUnits PPUs are applied on
> it. The result is stored either in the texture or can
> be outputed to the frame buffer.
>
> An example application shows how to setup a true HDR
> rendering pipeline including hdr glare and eye
> adaption simulation.
>
> The library is still in the beta phase. It can be
> buggy or can not do what you expect. However I would
> be very appreciated if you can post bugs and
> improvements to me.
>
> You can find the trac environment of osgPPU under:
> http://projects.tevs.eu/osgppu/ 
>
> I will create a mailinglist soon, where the
> development of osgPPU can be discussed.
>
> Best regards,
> Art Tevs
>
> P.S. I appologize if the given link doesn't work
> sometimes. The server is not the best one ;-)
>   

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